|  
         
           In the beginning there is nothing special. We include the needed 
            header files and create an event listener to listen if the user presses 
            the 'W' key so we can switch to wireframe mode and if he presses 'D' 
            we toggle to material between solid and detail mapped. 
             
              | #include <irrlicht.h>#include <iostream>
 using namespace irr;
 
 #pragma comment(lib, "Irrlicht.lib")
 
 class MyEventReceiver : public IEventReceiver
 {
 public:
 MyEventReceiver(scene::ISceneNode* terrain)
 {
 // store pointer to terrain so we can change its drawing mode
 Terrain = terrain;
 }
 
 bool OnEvent(const SEvent& event)
 {
 // check if user presses the key 'W' or 'D'
 if (event.EventType == irr::EET_KEY_INPUT_EVENT && !event.KeyInput.PressedDown)
 {
 switch (event.KeyInput.Key)
 {
 case irr::KEY_KEY_W: // switch wire frame mode
 Terrain->setMaterialFlag(video::EMF_WIREFRAME, !Terrain->getMaterial(0).Wireframe);
 return true;
 case irr::KEY_KEY_D: // toggle detail map
 Terrain->setMaterialType(
 Terrain->getMaterial(0).MaterialType == video::EMT_SOLID ?
 video::EMT_DETAIL_MAP : video::EMT_SOLID);
 return true;
 }
 }
 return false;
 }
 
 private:
 scene::ISceneNode* Terrain;
 };
 
 
 |  The start of the main function starts like in most other example. 
            We ask the user for the desired renderer and start it up.  
             
              | int main(){
 // let user select driver type
 
 video::E_DRIVER_TYPE driverType = video::EDT_DIRECT3D9;
 
 printf("Please select the driver you want for this example:\n"\
 " (a) Direct3D 9.0c\n (b) Direct3D 8.1\n (c) OpenGL 1.5\n"\
 " (d) Software Renderer\n (e) Apfelbaum Software Renderer\n"\
 " (f) NullDevice\n (otherKey) exit\n\n");
 
 char i;
 std::cin >> i;
 
 switch(i)
 {
 case 'a': driverType = video::EDT_DIRECT3D9;break;
 case 'b': driverType = video::EDT_DIRECT3D8;break;
 case 'c': driverType = video::EDT_OPENGL;   break;
 case 'd': driverType = video::EDT_SOFTWARE; break;
 case 'e': driverType = video::EDT_BURNINGSVIDEO;break;
 case 'f': driverType = video::EDT_NULL;     break;
 default: return 1;
 }
 
 // create device
 IrrlichtDevice* device = createDevice(driverType, core::dimension2d<s32>(640, 480));
 
 if (device == 0)
 return 1; // could not create selected driver.
 
 |   First, we add standard stuff to the scene: A nice irrlicht engine 
            logo, a small help text, a user controlled camera, and we disable 
            the mouse cursor. 
             
              | video::IVideoDriver* driver = device->getVideoDriver();scene::ISceneManager* smgr = device->getSceneManager();
 gui::IGUIEnvironment* env = device->getGUIEnvironment();
 
 driver->setTextureCreationFlag(video::ETCF_ALWAYS_32_BIT, true);
 
 // add irrlicht logo
 env->addImage(driver->getTexture("../../media/irrlichtlogoalpha.tga"),
 core::position2d<s32>(10,10));
 // add some help text
 gui::IGUIStaticText* text = env->addStaticText(
 L"Press 'W' to change wireframe mode\nPress 'D' to toggle detail map",
 core::rect<s32>(10,453,200,475), true, true, 0, -1, true);
 // add camera
 scene::ICameraSceneNode* camera =
 smgr->addCameraSceneNodeFPS(0,100.0f,1200.0f);
 camera->setPosition(core::vector3df(1900*2,255*2,3700*2));
 camera->setTarget(core::vector3df(2397*2,343*2,2700*2));
 camera->setFarValue(12000.0f);
 
 // disable mouse cursor
 device->getCursorControl()->setVisible(false);
 |   Here comes the terrain renderer scene node: We add it just like 
            any other scene node to the scene using ISceneManager::addTerrainSceneNode(). 
            The only parameter we use is a file name to the heightmap we use. 
            A heightmap is simply a gray scale texture. The terrain renderer loads 
            it and creates the 3D terrain from it.To make the terrain look more big, we change the scale factor of it 
            to (40, 4.4, 40). Because we don't have any dynamic lights in the 
            scene, we switch off the lighting, and we set the file terrain-texture.jpg 
            as texture for the terrain and detailmap3.jpg as second texture, called 
            detail map. At last, we set the scale values for the texture: The 
            first texture will be repeated only one time over the whole terrain, 
            and the second one (detail map) 20 times.
 
             
              | // add terrain scene nodescene::ITerrainSceneNode* terrain = smgr->addTerrainSceneNode(
 "../../media/terrain-heightmap.bmp");
 
 terrain->setScale(core::vector3df(40, 4.4f, 40));
 terrain->setMaterialFlag(video::EMF_LIGHTING, false);
 
 terrain->setMaterialTexture(0, driver->getTexture("../../media/terrain-texture.jpg"));
 terrain->setMaterialTexture(1, driver->getTexture("../../media/detailmap3.jpg"));
 
 terrain->setMaterialType(video::EMT_DETAIL_MAP);
 terrain->scaleTexture(1.0f, 20.0f);
 
 |   To be able to do collision with the terrain, we create a triangle 
            selector. If you want to know what triangle selectors do, just take 
            a look into the collision tutorial. The terrain triangle selector 
            works together with the terrain. To demonstrate this, we create a 
            collision response animator and attach it to the camera, so that the 
            camera will not be able to fly through the terrain.  
           
            | // create triangle selector for the terrain	scene::ITriangleSelector* selector =
 smgr->createTerrainTriangleSelector(terrain, 0);
 terrain->setTriangleSelector(selector);
 
 // create collision response animator and attach it to the camera
 scene::ISceneNodeAnimator* anim = smgr->createCollisionResponseAnimator(
 selector, camera, core::vector3df(60,100,60),
 core::vector3df(0,0,0),
 core::vector3df(0,50,0));
 selector->drop();
 camera->addAnimator(anim);
 anim->drop();
 |   To make the user be able to switch between normal and wireframe mode, 
          we create an instance of the event reciever from above and let Irrlicht 
          know about it. In addition, we add the skybox which we already used 
          in lots of Irrlicht examples. 
           
            | // create event receiverMyEventReceiver receiver(terrain);
 device->setEventReceiver(&receiver);
 
 // create skybox
 driver->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, false);
 
 smgr->addSkyBoxSceneNode(
 driver->getTexture("../../media/irrlicht2_up.jpg"),
 driver->getTexture("../../media/irrlicht2_dn.jpg"),
 driver->getTexture("../../media/irrlicht2_lf.jpg"),
 driver->getTexture("../../media/irrlicht2_rt.jpg"),
 driver->getTexture("../../media/irrlicht2_ft.jpg"),
 driver->getTexture("../../media/irrlicht2_bk.jpg"));
 driver->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, true);
 
 |   That's it, draw everything. Now you know how to use terrain in Irrlicht. 
           
            | 	int lastFPS = -1;
 while(device->run())
 if (device->isWindowActive())
 {
 driver->beginScene(true, true, 0 );
 
 smgr->drawAll();
 env->drawAll();
 
 driver->endScene();
 // display frames per second in window title
		int fps = driver->getFPS();
 
 if (lastFPS != fps)
 {
 core::stringw str = L"Terrain Renderer - Irrlicht Engine [";
 str += driver->getName();
 str += "] FPS:";
 str += fps;
 device->setWindowCaption(str.c_str());
 lastFPS = fps;
 }
 }
 
 device->drop();
 
 return 0;
 }
 |     |